sendou.ink/app/features/map-planner/components/Planner.tsx
2026-04-18 17:31:08 +03:00

882 lines
21 KiB
TypeScript

import type { DragEndEvent, DragStartEvent } from "@dnd-kit/core";
import {
DndContext,
DragOverlay,
PointerSensor,
TouchSensor,
useDraggable,
useSensor,
useSensors,
} from "@dnd-kit/core";
import { snapCenterToCursor } from "@dnd-kit/modifiers";
import {
AssetRecordType,
createShapeId,
DefaultStylePanel,
type Editor,
type TLAssetId,
type TLComponents,
type TLImageAsset,
type TLShapeId,
type TLUiStylePanelProps,
Tldraw,
} from "@tldraw/tldraw";
import clsx from "clsx";
import {
ChevronDown,
ChevronLeft,
ChevronRight,
ChevronUp,
LogOut,
Radius,
Square,
} from "lucide-react";
import * as React from "react";
import { useTranslation } from "react-i18next";
import { getWeaponRange } from "~/features/comp-analyzer/core/weapon-range";
import { useTheme } from "~/features/theme/core/provider";
import type { LanguageCode } from "~/modules/i18n/config";
import { modesShort } from "~/modules/in-game-lists/modes";
import { stageIds } from "~/modules/in-game-lists/stage-ids";
import type {
MainWeaponId,
ModeShort,
StageId,
} from "~/modules/in-game-lists/types";
import {
mainWeaponIds,
specialWeaponIds,
subWeaponIds,
weaponCategories,
} from "~/modules/in-game-lists/weapon-ids";
import { logger } from "~/utils/logger";
import {
mainWeaponImageUrl,
modeImageUrl,
outlinedMainWeaponImageUrl,
specialWeaponImageUrl,
stageMinimapImageUrlWithEnding,
subWeaponImageUrl,
weaponCategoryUrl,
} from "~/utils/urls";
import { LinkButton, SendouButton } from "../../../components/elements/Button";
import { Image } from "../../../components/Image";
import styles from "./Planner.module.css";
const DROPPED_IMAGE_SIZE_PX = 45;
const BACKGROUND_WIDTH = 1127;
const BACKGROUND_HEIGHT = 634;
const GAME_UNITS_TO_PX: Record<"MINI" | "OVER", number> = {
MINI: 4.4,
OVER: 8.4,
};
const MAIN_WEAPON_URL_PATTERN = /main-weapons-outlined\/(\d+)/;
export default function Planner() {
const { t, i18n } = useTranslation(["common"]);
const { htmlThemeClass } = useTheme();
const isWide = i18n.language === "fr";
const [editor, setEditor] = React.useState<Editor | null>(null);
const [imgOutlined, setImgOutlined] = React.useState(false);
const [topCollapsed, setTopCollapsed] = React.useState(false);
const [weaponsCollapsed, setWeaponsCollapsed] = React.useState(false);
const [rangesVisible, setRangesVisible] = React.useState(false);
const [backgroundStyle, setBackgroundStyle] = React.useState<"MINI" | "OVER">(
"MINI",
);
const rangeCleanupRef = React.useRef<(() => void) | null>(null);
const [activeDragItem, setActiveDragItem] = React.useState<{
src: string;
previewPath: string;
} | null>(null);
const sensors = useSensors(
useSensor(PointerSensor),
useSensor(TouchSensor, {
activationConstraint: {
delay: 200,
tolerance: 5,
},
}),
);
const handleMount = React.useCallback(
(mountedEditor: Editor) => {
setEditor(mountedEditor);
mountedEditor.user.updateUserPreferences({
locale: ourLanguageToTldrawLanguage(i18n.language),
colorScheme: htmlThemeClass === "dark" ? "dark" : "light",
});
},
[i18n, htmlThemeClass],
);
const handleAddImage = React.useCallback(
({
src,
size,
isLocked,
point,
cb,
}: {
src: string;
size: number[];
isLocked: boolean;
point: number[];
cb?: () => void;
}) => {
if (!editor) return;
// tldraw creator:
// "So image shapes in tldraw work like this: we add an asset to the app.assets table, then we reference that asset in the shape object itself.
// This lets us have multiple copies of an image on the canvas without having all of those take up memory individually"
const assetId: TLAssetId = AssetRecordType.createId();
const srcWithOutline = imgOutlined ? `${src}?outline=red` : src;
// idk if this is the best solution, but it was the example given and it seems to cope well with lots of shapes at once
const imageAsset: TLImageAsset = {
id: assetId,
type: "image",
typeName: "asset",
props: {
name: "img",
src: srcWithOutline,
w: size[0],
h: size[1],
mimeType: null,
isAnimated: false,
},
meta: {},
};
editor.createAssets([imageAsset]);
const shapeId: TLShapeId = createShapeId();
const shape = {
type: "image",
x: point[0],
y: point[1],
isLocked: isLocked,
id: shapeId,
props: {
assetId: assetId,
w: size[0],
h: size[1],
},
};
editor.createShape(shape);
cb?.();
},
[editor, imgOutlined],
);
const handleAddWeaponAtPosition = React.useCallback(
(src: string, point: [number, number]) => {
const centeredPoint: [number, number] = [
point[0] - DROPPED_IMAGE_SIZE_PX / 2,
point[1] - DROPPED_IMAGE_SIZE_PX / 2,
];
handleAddImage({
src,
size: [DROPPED_IMAGE_SIZE_PX, DROPPED_IMAGE_SIZE_PX],
isLocked: false,
point: centeredPoint,
cb: () => editor?.setCurrentTool("select"),
});
},
[editor, handleAddImage],
);
const handleDragStart = (event: DragStartEvent) => {
const { src, previewPath } = event.active.data.current as {
src: string;
previewPath: string;
};
setActiveDragItem({ src, previewPath });
};
const handleDragEnd = (event: DragEndEvent) => {
setActiveDragItem(null);
if (!editor) return;
const { active } = event;
const { src } = active.data.current as { src: string };
const pointerPosition = event.activatorEvent as PointerEvent;
const dropX = pointerPosition.clientX + (event.delta?.x ?? 0);
const dropY = pointerPosition.clientY + (event.delta?.y ?? 0);
const pagePoint = editor.screenToPage({ x: dropX, y: dropY });
handleAddWeaponAtPosition(src, [pagePoint.x, pagePoint.y]);
};
const handleRangeToggle = () => {
if (!editor) return;
if (rangesVisible) {
rangeCleanupRef.current?.();
rangeCleanupRef.current = null;
removeRangeCircles(editor);
setRangesVisible(false);
} else {
const gameUnitsToPx = GAME_UNITS_TO_PX[backgroundStyle];
removeRangeCircles(editor);
for (const shape of editor.getCurrentPageShapes()) {
createRangeCircleForShape(editor, shape, gameUnitsToPx);
}
const unsubCreate = editor.sideEffects.registerAfterCreateHandler(
"shape",
(shape) => {
if (shape.meta.isRangeCircle) return;
createRangeCircleForShape(editor, shape, gameUnitsToPx);
},
);
const unsubChange = editor.sideEffects.registerAfterChangeHandler(
"shape",
(_prev, next) => {
if (next.meta.isRangeCircle) return;
const rangeCircles = editor
.getCurrentPageShapes()
.filter(
(s) =>
s.meta.isRangeCircle === true &&
s.meta.weaponShapeId === next.id,
);
if (rangeCircles.length === 0) return;
const centerX = next.x + (next.props as { w: number }).w / 2;
const centerY = next.y + (next.props as { h: number }).h / 2;
for (const rangeCircle of rangeCircles) {
const radiusPx = (rangeCircle.props as { w: number }).w / 2;
editor.updateShape({
id: rangeCircle.id,
type: rangeCircle.type,
isLocked: false,
});
editor.updateShape({
id: rangeCircle.id,
type: rangeCircle.type,
x: centerX - radiusPx,
y: centerY - radiusPx,
isLocked: true,
});
}
},
);
const unsubDelete = editor.sideEffects.registerAfterDeleteHandler(
"shape",
(shape) => {
if (shape.meta.isRangeCircle) return;
const rangeCircles = editor
.getCurrentPageShapes()
.filter(
(s) =>
s.meta.isRangeCircle === true &&
s.meta.weaponShapeId === shape.id,
);
if (rangeCircles.length === 0) return;
for (const rangeCircle of rangeCircles) {
editor.updateShape({
id: rangeCircle.id,
type: rangeCircle.type,
isLocked: false,
});
}
editor.deleteShapes(rangeCircles);
},
);
rangeCleanupRef.current = () => {
unsubCreate();
unsubChange();
unsubDelete();
};
setRangesVisible(true);
}
};
const handleAddBackgroundImage = React.useCallback(
(urlArgs: {
stageId: StageId;
mode: ModeShort;
style: "MINI" | "OVER";
}) => {
if (!editor) return;
editor.mark("pre-background-change");
const shapes = editor.getCurrentPageShapes();
// i dont think locked shapes can be deleted
for (const value of shapes) {
editor.updateShape({ id: value.id, type: value.type, isLocked: false });
}
editor.deleteShapes(shapes);
handleAddImage({
src: stageMinimapImageUrlWithEnding(urlArgs),
size: [BACKGROUND_WIDTH, BACKGROUND_HEIGHT],
isLocked: true,
point: [0, 0],
});
editor.zoomToFit();
rangeCleanupRef.current?.();
rangeCleanupRef.current = null;
setRangesVisible(false);
setBackgroundStyle(urlArgs.style);
},
[editor, handleAddImage],
);
// removes all tldraw ui that isnt needed
const tldrawComponents: TLComponents = {
ActionsMenu: null,
ContextMenu: null,
DebugMenu: null,
DebugPanel: null,
HelperButtons: null,
HelpMenu: null,
KeyboardShortcutsDialog: null,
MainMenu: null,
MenuPanel: null,
Minimap: null,
NavigationPanel: null,
PageMenu: null,
QuickActions: null,
SharePanel: null,
StylePanel: CustomStylePanel,
TopPanel: null,
ZoomMenu: null,
};
return (
<DndContext
sensors={sensors}
onDragStart={handleDragStart}
onDragEnd={handleDragEnd}
>
<div
className={clsx(
styles.topWrapper,
topCollapsed && styles.topWrapperCollapsed,
)}
>
<StageBackgroundSelector onAddBackground={handleAddBackgroundImage} />
<button
type="button"
className={styles.topToggle}
onClick={() => setTopCollapsed(!topCollapsed)}
aria-label={
topCollapsed
? t("common:actions.showMore")
: t("common:actions.hide")
}
>
{topCollapsed ? <ChevronDown size={16} /> : <ChevronUp size={16} />}
</button>
</div>
<div
className={clsx(
styles.weaponsWrapper,
weaponsCollapsed && styles.weaponsWrapperCollapsed,
)}
>
<div
className={clsx(
styles.weaponsSection,
"scrollbar",
isWide && styles.weaponsSectionWide,
)}
>
<OutlineToggle
outlined={imgOutlined}
setImgOutlined={setImgOutlined}
/>
<RangeToggle active={rangesVisible} onToggle={handleRangeToggle} />
<WeaponImageSelector />
</div>
<button
type="button"
className={styles.weaponsToggle}
onClick={() => setWeaponsCollapsed(!weaponsCollapsed)}
aria-label={
weaponsCollapsed
? t("common:actions.showMore")
: t("common:actions.hide")
}
>
{weaponsCollapsed ? (
<ChevronRight size={16} />
) : (
<ChevronLeft size={16} />
)}
</button>
</div>
<div style={{ position: "fixed", inset: 0 }}>
<Tldraw onMount={handleMount} components={tldrawComponents} />
</div>
<DragOverlay dropAnimation={null} modifiers={[snapCenterToCursor]}>
{activeDragItem ? (
<Image
path={activeDragItem.previewPath}
width={DROPPED_IMAGE_SIZE_PX}
height={DROPPED_IMAGE_SIZE_PX}
alt=""
className={styles.dragPreview}
containerClassName={styles.dragPreviewContainer}
/>
) : null}
</DragOverlay>
</DndContext>
);
}
// Formats the style panel so it can have classnames, this is needed so it can be moved below the header bar which blocks clicks (idk why this is different to the old version)
function CustomStylePanel(props: TLUiStylePanelProps) {
return (
<div className={props.isMobile ? undefined : styles.stylePanel}>
<DefaultStylePanel {...props} />
</div>
);
}
function OutlineToggle({
outlined,
setImgOutlined,
}: {
outlined?: boolean;
setImgOutlined: (outline: boolean) => void;
}) {
const { t } = useTranslation(["common"]);
const handleClick = () => {
setImgOutlined(!outlined);
};
return (
<SendouButton
variant="minimal"
onPress={handleClick}
icon={<Square />}
className={clsx(
styles.outlineToggleButton,
outlined && styles.outlineToggleButtonOutlined,
)}
>
{outlined ? t("common:actions.outlined") : t("common:actions.noOutline")}
</SendouButton>
);
}
function RangeToggle({
active,
onToggle,
}: {
active: boolean;
onToggle: () => void;
}) {
const { t } = useTranslation(["common"]);
return (
<SendouButton
variant="minimal"
onPress={onToggle}
icon={<Radius />}
className={clsx(
styles.outlineToggleButton,
active && styles.outlineToggleButtonOutlined,
)}
>
{t("common:plans.ranges")}
</SendouButton>
);
}
function DraggableWeaponButton({
id,
src,
imgPath,
previewPath,
alt,
title,
size,
}: {
id: string;
src: string;
imgPath: string;
previewPath: string;
alt: string;
title: string;
size: number;
}) {
const { attributes, listeners, setNodeRef, isDragging } = useDraggable({
id,
data: { src, previewPath },
});
return (
<button
type="button"
ref={setNodeRef}
className={clsx(
styles.draggableButton,
isDragging && styles.weaponDragging,
)}
{...listeners}
{...attributes}
>
<Image
alt={alt}
title={title}
path={imgPath}
width={size}
height={size}
/>
</button>
);
}
function WeaponImageSelector() {
const { t } = useTranslation(["weapons", "common", "game-misc"]);
return (
<>
{weaponCategories.map((category) => {
return (
<details key={category.name}>
<summary className={styles.weaponsSummary}>
<Image
path={weaponCategoryUrl(category.name)}
width={24}
height={24}
alt={t(`common:weapon.category.${category.name}`)}
/>
{t(`common:weapon.category.${category.name}`)}
</summary>
<div className={styles.weaponsContainer}>
{category.weaponIds.map((weaponId) => {
return (
<DraggableWeaponButton
key={weaponId}
id={`main-${weaponId}`}
src={`${outlinedMainWeaponImageUrl(weaponId)}.avif`}
imgPath={mainWeaponImageUrl(weaponId)}
previewPath={outlinedMainWeaponImageUrl(weaponId)}
alt={t(`weapons:MAIN_${weaponId}`)}
title={t(`weapons:MAIN_${weaponId}`)}
size={36}
/>
);
})}
</div>
</details>
);
})}
<details>
<summary className={styles.weaponsSummary}>
<Image path={subWeaponImageUrl(0)} width={24} height={24} alt="" />
{t("common:weapon.category.subs")}
</summary>
<div className={styles.weaponsContainer}>
{subWeaponIds.map((subWeaponId) => {
return (
<DraggableWeaponButton
key={subWeaponId}
id={`sub-${subWeaponId}`}
src={`${subWeaponImageUrl(subWeaponId)}.avif`}
imgPath={subWeaponImageUrl(subWeaponId)}
previewPath={subWeaponImageUrl(subWeaponId)}
alt={t(`weapons:SUB_${subWeaponId}`)}
title={t(`weapons:SUB_${subWeaponId}`)}
size={28}
/>
);
})}
</div>
</details>
<details>
<summary className={styles.weaponsSummary}>
<Image
path={specialWeaponImageUrl(1)}
width={24}
height={24}
alt=""
/>
{t("common:weapon.category.specials")}
</summary>
<div className={styles.weaponsContainer}>
{specialWeaponIds.map((specialWeaponId) => {
return (
<DraggableWeaponButton
key={specialWeaponId}
id={`special-${specialWeaponId}`}
src={`${specialWeaponImageUrl(specialWeaponId)}.avif`}
imgPath={specialWeaponImageUrl(specialWeaponId)}
previewPath={specialWeaponImageUrl(specialWeaponId)}
alt={t(`weapons:SPECIAL_${specialWeaponId}`)}
title={t(`weapons:SPECIAL_${specialWeaponId}`)}
size={28}
/>
);
})}
</div>
</details>
<details>
<summary className={styles.weaponsSummary}>
<Image path={modeImageUrl("RM")} width={24} height={24} alt="" />
{t("common:plans.adder.objective")}
</summary>
<div className={styles.weaponsContainer}>
{(["TC", "RM", "CB"] as const).map((mode) => {
return (
<DraggableWeaponButton
key={mode}
id={`mode-${mode}`}
src={`${modeImageUrl(mode)}.avif`}
imgPath={modeImageUrl(mode)}
previewPath={modeImageUrl(mode)}
alt={t(`game-misc:MODE_LONG_${mode}`)}
title={t(`game-misc:MODE_LONG_${mode}`)}
size={28}
/>
);
})}
</div>
</details>
</>
);
}
const LAST_STAGE_ID_WITH_IMAGES = 24;
function StageBackgroundSelector({
onAddBackground,
}: {
onAddBackground: (args: {
stageId: StageId;
mode: ModeShort;
style: "MINI" | "OVER";
}) => void;
}) {
const { t } = useTranslation(["game-misc", "common"]);
const [stageId, setStageId] = React.useState<StageId>(stageIds[0]);
const [mode, setMode] = React.useState<ModeShort>("SZ");
const [backgroundStyle, setBackgroundStyle] = React.useState<"MINI" | "OVER">(
"MINI",
);
const handleStageIdChange = (stageId: StageId) => {
setStageId(stageId);
};
return (
<div className={clsx(styles.topSection, "scrollbar planner")}>
<select
className="w-max"
value={stageId}
onChange={(e) => handleStageIdChange(Number(e.target.value) as StageId)}
aria-label="Select stage"
>
{stageIds
.filter((id) => id <= LAST_STAGE_ID_WITH_IMAGES)
.map((stageId) => {
return (
<option value={stageId} key={stageId}>
{t(`game-misc:STAGE_${stageId}`)}
</option>
);
})}
</select>
<select
className="w-max"
value={mode}
onChange={(e) => setMode(e.target.value as ModeShort)}
>
{modesShort.map((mode) => {
return (
<option key={mode} value={mode}>
{t(`game-misc:MODE_LONG_${mode}`)}
</option>
);
})}
</select>
<select
className="w-max"
value={backgroundStyle}
onChange={(e) => setBackgroundStyle(e.target.value as "MINI" | "OVER")}
>
{(["MINI", "OVER"] as const).map((style) => {
return (
<option key={style} value={style}>
{t(`common:plans.bgStyle.${style}`)}
</option>
);
})}
</select>
<SendouButton
onPress={() =>
onAddBackground({ style: backgroundStyle, stageId, mode })
}
className="w-max"
>
{t("common:actions.setBg")}
</SendouButton>
<LinkButton to="/" icon={<LogOut />} variant="outlined" shape="square" />
</div>
);
}
// when adding new language check from Tldraw codebase what is the matching
// language in TRANSLATIONS constant, or default to english if none found
const ourLanguageToTldrawLanguageMap: Record<LanguageCode, string> = {
"es-US": "es",
"es-ES": "es",
ko: "ko-kr",
nl: "en",
zh: "zh-ch",
he: "he",
// map to itself
da: "da",
de: "de",
en: "en",
"fr-CA": "fr-CA",
"fr-EU": "fr-EU",
it: "it",
ja: "ja",
ru: "ru",
pl: "pl",
"pt-BR": "pt-br",
};
function ourLanguageToTldrawLanguage(ourLanguageUserSelected: string) {
for (const [ourLanguage, tldrawLanguage] of Object.entries(
ourLanguageToTldrawLanguageMap,
)) {
if (ourLanguage === ourLanguageUserSelected) {
return tldrawLanguage;
}
}
logger.error(`No tldraw language found for: ${ourLanguageUserSelected}`);
return "en";
}
function extractMainWeaponIdFromSrc(src: string): MainWeaponId | null {
const match = src.match(MAIN_WEAPON_URL_PATTERN);
if (!match) return null;
const id = Number(match[1]);
if (!mainWeaponIds.includes(id as MainWeaponId)) return null;
return id as MainWeaponId;
}
function createRangeCircleForShape(
editor: Editor,
shape: ReturnType<Editor["getCurrentPageShapes"]>[number],
gameUnitsToPx: number,
) {
if (shape.type !== "image") return;
const assetId = (shape.props as { assetId?: string }).assetId;
if (!assetId) return;
const asset = editor.getAsset(assetId as TLAssetId);
if (!asset || asset.type !== "image" || !asset.props.src) return;
const weaponId = extractMainWeaponIdFromSrc(asset.props.src);
if (!weaponId) return;
const rangeResult = getWeaponRange(weaponId);
if (rangeResult.rangeType === "unsupported" || rangeResult.range <= 0) return;
const centerX = shape.x + (shape.props as { w: number }).w / 2;
const centerY = shape.y + (shape.props as { h: number }).h / 2;
if (typeof rangeResult.blastRadius === "number") {
createCircle(editor, {
centerX,
centerY,
radiusPx: (rangeResult.range + rangeResult.blastRadius) * gameUnitsToPx,
color: "blue",
weaponShapeId: shape.id,
});
}
createCircle(editor, {
centerX,
centerY,
radiusPx: rangeResult.range * gameUnitsToPx,
color: "red",
weaponShapeId: shape.id,
});
editor.bringToFront([shape.id]);
}
function createCircle(
editor: Editor,
{
centerX,
centerY,
radiusPx,
color,
weaponShapeId,
}: {
centerX: number;
centerY: number;
radiusPx: number;
color: "red" | "blue";
weaponShapeId: TLShapeId;
},
) {
const diameter = radiusPx * 2;
editor.createShape({
type: "geo",
x: centerX - radiusPx,
y: centerY - radiusPx,
isLocked: true,
opacity: 0.3,
props: {
geo: "ellipse",
w: diameter,
h: diameter,
color,
fill: "solid",
dash: "solid",
size: "s",
},
meta: { isRangeCircle: true, weaponShapeId },
});
}
function removeRangeCircles(editor: Editor) {
const shapes = editor.getCurrentPageShapes();
const rangeShapes = shapes.filter(
(shape) => shape.meta.isRangeCircle === true,
);
if (rangeShapes.length === 0) return;
for (const rangeShape of rangeShapes) {
editor.updateShape({
id: rangeShape.id,
type: rangeShape.type,
isLocked: false,
});
}
editor.deleteShapes(rangeShapes);
}